Replace the two sentences: "To find this damage, take the total inches the attacker traveled, divide that by 2, and multiply by the result by the value shown on the Charge Damage Table, rounding normally. The result is the amount of damage inflicted against the target unit." with the following:

"The damage from a successful charge is equal to the number of inches moved, multiplied by the charging unit’s Size value, and divided by 8—rounding all fractions normally. Thus, a Size 3 unit charging 6 inches to its target would deliver 2 points of damage on a successful attack (6 [inches] x 3 [Size] ÷ 8 = 2.25, rounded normally to 2)."

Also, replace the Charge Damage Tables on pp. 19, 43, and 166 with the following:

<<<Begin Table>>>Charge Damage Formulas

Charge Damage* = Inches Charged x Unit Size ÷ 8

Death from Above = Charge Damage + 1

*Round all fractions normally<<<End Table>>>

(Writer's Note: This simplified math does not actually change the results of the rule as published; it merely streamlines what had been a clunky damage-calculation process.)

If an aerospace unit’s “armor threshold” does not appear on its unit card, its value is equal to the aerospace unit’s starting armor value, divided by 10, and rounded up.Change to:If an aerospace unit’s “armor threshold” does not appear on its unit card, its value is equal to the aerospace unit’s starting armor value, divided by 3, and rounded down.

Errata: On p. 79 of AS, in the second paragraph of the Arrow IV (Homing or Standard) rules, insert the following after the second sentence to read: “The flight times for an off-board air-launched Arrow attack is 2 turns after firing for an attack from the Central Zone, or 3 turns if the attack was made from the Inner Zone.”

Errata: On p. 76 of AS, add the following sentence to the end of the second paragraph of the Air-Defense Arrow IV rules: “Resolve all damage from a successful Air-Defense Arrow IV attack during the Combat Phase in which it is fired.”

In the Alpha Strike Special Abilities Table on page 164, the "Cargo Transport (Tons)" ability refers to page 46, where it is then not actually listed. The reference should presumably point to page 106 instead, where the ability is described (alongside "Cargo Transport (Kilotons)").

Howdy. I'm back from vacation, and bring with me the first Alpha Strike errata release (v2.0), compiling all the changes that will appear in the second printing (including the new material backported in from the Alpha Strike Companion). Assembled by nckestrel, it features all rulings to date. As always, the link to the download is in the first post, and I've added it to the main webpage errata as well.

p. 74:If the attacker is executing a direct-fire artillery attack with an artillery cannon (ART-TC, ART-SC, or ART-LTC specials), the standard weapon range bracket modifiers will also apply to the attack’s to-hit number.Change to:If the attacker is executing a direct-fire artillery attack with an artillery cannon (ART-TC, ART-SC, or ART-LTC specials), the standard weapon range bracket modifiers replace the direct fire artillery modifier to the attack’s to-hit number.

p. 74, Indirect Fire:Indirect Fire: Indirect fire is considered to be the standard means of firing an artillery weapon. All off-board artillery attacks and all on-board artillery attacks not using the direct fire rules notes above must apply the indirect-fire artillery attack to-hit modifier. Indirect-fire artillery can use spotters, but does not require them to make the attack (unlike indirect LRM fire). Artillery attacks using indirect fire may not target a unit unless homing rounds are used, or the attacking weapon is an artillery cannon (ART-TC, ART-SC, or ART-LTC specials). Indirect artillery attacks do not apply range band or terrain modifiers.Change to:Indirect Fire, Artillery: Indirect fire is considered to be the standard means of firing an artillery weapon. All off-board artillery attacks and all on-board artillery attacks not using the direct fire rules notes above must apply the indirect-fire artillery attack to-hit modifier. Indirect-fire artillery can use spotters, but does not require them to make the attack (unlike indirect LRM fire). Artillery attacks using indirect fire may not target a unit unless homing rounds are used. Indirect artillery attacks do not apply range band or terrain modifiers.Indirect Fire, Artillery Cannon: Artillery Cannons can be fired indirectly following the rules for Indirect Fire (p. 36). Artillery Cannons can indirectly target a POI (Point of Interest) or a target unit, but do not apply immobile target modifiers.

COMBAT OPTION: VARIABLE DAMAGEThe normal rules deliver all of the unit’s potential damage in a successful attack, but this is rarely the case in actuality, as most units carry many weapon systems that feature subtle variances in their effective range, accuracy, and damage output. To better simulate this effect, any time a unit executes a successful weapon attack, its controlling player must roll 1D6 for each damage point the unit would deliver at that range under standard Alpha Strike rules. For each die result of 3 or more, the attack delivers 1 point of damage (up to its maximum damage potential).

Quote from: example text

For example, an AWS-9M Awesome (attack values: 4/4/3) executes a successful attack against an enemy Bushwacker at its Medium range. This attack would deliver 4 points of damage—the Awesome’s normal Medium range attack value—under standard Alpha Strike rules, but the players are using Variable Damage instead, so the player rolls 4D6. The individual die results are 2, 4, 6, and 5. As three of those dice are 3 or higher, the Awesome delivers only 3 points of damage to its target.When the Bushwacker returns fire, its standard Alpha Strike damage value of 3 at Medium range is likewise resolved by rolling 3D6. Unfortunately for its controlling player, the rolls are 1, 1, and 2. Despite all three rolls resulting in 2 or less, the Bushwacker delivers 1 point of (minimal) damage to its opponent.

Minimal Damage: A successful attack always delivers a minimum of 1 point of damage, even if all of the Variable Damage roll results yield a 2 or less. 0* Damage: When using the Variable Damage rule, units that deal 0* damage forego their usual damage roll. Instead, its controlling player must make a 1D6 roll. If the result is 5 or higher, the attack delivers a single point of standard damage. Otherwise, the attack still hits, but delivers no damage.If a 0* variable damage attack is successfully delivered against a unit that is underwater or operating in vacuum, and is susceptible to hull breaches, the attack will prompt a hull breach check even if it delivers no damage at all.Physical Attacks: Variable Damage does not apply to physical attacks.

p47 Mimetic Armor System/Light Mimetic Armor System (MAS/LMAS)"If a unit with the MAS special ability remains at a standstill during the current Movement Phase (see p. 32),"change to"If a unit with the MAS special ability is immobile or remains at a standstill during the current Movement Phase (see p. 32),"

p24 includes revised tables for increasing and decreasing skill. The new tables have not been carried over to p167 where the old table still appears.

p19 (introductory rules) would appear to have the correct rules for charge and DFA attacks. When these rules are presented again in the standard rules section on p43 there are some issues:a. Under "charge attacks" the "damage to attacker" section is actually discussing attacker damage when executing a DFA attack. The damage to attacker section from charge attacks page 19 should be inserted here instead.

b. Also consider moving the incorrectly placed "damage to attacker" section (under charge attacks on p43) to replace the "damage to attacker" section under DFA attacks on p43. This would keep it consistent with p19. (The two "damage to attacker" sections on page 43 both discuss DFA attacks but they are not worded the same).

c. The discussion of damage in the charge attack section uses the revised charge damage formula. The revised formula has not however been carried over to the example discussion presented in italics on the bottom right of p43.

On p60, under step 7, armor thresholds are discussed and the formula for calculating the value is stated as "the aerospace unit’s starting armor value, divided by 3, and rounded down" I understand this is correct from previous errata. However toward the top left of p58, armor thresholds are also discussed and the old formula of "the aerospace unit’s starting armor value, divided by 10, and rounded up" is presented.

p48, Stealth (STL)Add after last paragraph of Stealth,"A unit with STL is (intentionally) blocking it's own emissions with its ECM. Any Stealth unit is affected as if in an enemy ECM field (See ECM, p 46)."

p37, To-Hit Modifiers TableUnder Miscellaneous ModifiersAdd footnote to "Attacker is Immobile/Standing Still"Add a line under that "Attacker used Jump Movement +2" and the same footnote as immobile/standing still

footnote: "Infantry (conventional and battle armor) do not use the standing still or jumping attacker movement modifiers."

p24, Adjusting for Skillafter first paragraph add"Drones: Units equipped with a Drone (DRO) special use the Skill of their remote operator to determine any PV modifiers for Skill. Remember, however, that such drones always receive a +1 Skill value due to their nature, so a drone operated by a Skill 4 operator must be valued as if the drone unit has a Skill of 5."

p43, Charge Attacks, Damage to Attackerreplace paragraph with"Damage to Attacker: If the Charge attack is successful, the attacking unit also suffers 1 point of damage if its target is Size 3 or higher. This damage does not count as an attack by the target unit, which may attack normally during its Combat Phase."P43, Death from Above Attack, Damage to AttackerReplace paragraph wit“Damage to Attacker: If the DFA attack succeeds, the attacking unit also suffers damage equal to its own Size. This damage does not count as an attack from the target unit, so the target may attack normally during its own Combat Phase. If the DFA is unsuccessful, the attacking unit suffers 1 point of damage (+1 extra damage point if the attacker’s Size is 3 or higher).”p43, Example"If the Vindicator charges, Brian calculates that it will deliver 2 points of damage (7 inches ÷ 2 = 3.5; 3.5 x 0.5 = 1.75, rounding normally to 2) on a successful attack"change to"If the Vindicator charges, Brian calculates that it will deliver 2 points of damage (7 inches x 2 Size ÷ 8 = 1.75, rounding normally to 2) on a successful attack

As there was a delay in between when the errata for the new printing of Alpha Strike was created and when the pdf came out, Adrian Gideon the tricksy hobbit managed to sneak in further corrections to the text, which will also appear in the second printing. I've updated the errata today (2.0a) to include these additional changes, and to make sure that the errata and the new printing are consistent with one another.

The new rulings included are highlighted in red for easy locating. They have all appeared in this thread already.

As for an entirely new version of the errata, I think that will appear in late May: I now plan to issue errata for the core books each year around that time, so that it's up to date before Origins and GenCon.

Alpha Strike rulebook, p35, Indirect Fire"Indirect fire attacks use the range modifier of the attacking unit, the movement modifiers of the target, and terrain modifiers based on the spotter’s LOS."change to"Indirect fire attacks use the range and movement modifier of the attacking unit, the movement modifiers of the target, and terrain and movement modifiers based on the spotter’s LOS."

p74, Direct Fire"In addition, a direct-fire on-board artillery attack must also apply any of the standard weapon attack modifiers for intervening terrain and—if the target is a unit—the target’s type and movement modifiers."change to "In addition, a direct-fire on-board artillery attack must also apply any of the standard weapon attack modifiers for intervening terrain, attacker movement modifiers and—if the target is a unit—the target’s type and movement modifiers.

p36, Jumping"Attacks made by a jumping unit (regardless of the attack type) receive a +2 to-hit modifier."change to"Attacks made by a jumping non-infantry unit (regardless of the attack type) receive a +2 to-hit modifier."

p. 34Step 1: Verify Line of SightAfter the "if less than one-third..considered to be blocked." add"Conversely, if more than two-thirds of the attacking unit's miniature is blocked from seeing the target miniature by solid terrain, the line of sight is blocked. The blocking of line of sight works both directions, if the attacker is not blocked from seeing the target, the target is not blocked from seeing the attacker. And if the attacker is blocked form seeing the target, the target is blocked from seeing the attacker."

Note: Grounded Spheroid DropShips are always immobile, getting the Attacker is Immobile/Standing Still modifier when attacking, and the immobile target movement modifier when being attacked. Grounded Aerodyne DropShips have a choice or standing still or moving, as with a standard ground unit.

p42, Step 7A: Roll for Motive Systems Damageremove "roll 1D6. On a result of 1 through 4, there is no motive system damage.If the 1D6 roll is 5 or 6,"So that it reads "..is damaged by an attack, roll 2d6 and consult the Motive Systems Damage Table,..."